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ecaa9f5d0b
* Made most Handlers derived from CHandlerBase and moved service API there. * Declared existing Entity APIs. * Added basic script context caching * Started Lua script module * Started Lua spell effect API * Started script state persistence * Started battle info callback binding * CommitPackage removed * Extracted spells::Caster to own header; Expanded Spell API. * implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C * !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented * Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key) * Re-enabled VERM macros. * !?GM0 added * !?TM implemented * Added !!MF:N * Started !?OB, !!BM, !!HE, !!OW, !!UN * Added basic support of w-variables * Added support for ERM indirect variables * Made !?FU regular trigger * !!re (ERA loop receiver) implemented * Fixed ERM receivers with zero args.
125 lines
2.6 KiB
C++
125 lines
2.6 KiB
C++
/*
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* Teleport.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "Teleport.h"
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#include "Registry.h"
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#include "Registry.h"
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#include "../ISpellMechanics.h"
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#include "../../NetPacks.h"
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#include "../../battle/CBattleInfoCallback.h"
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#include "../../battle/Unit.h"
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//TODO: Teleport effect
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static const std::string EFFECT_NAME = "core:teleport";
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namespace spells
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{
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namespace effects
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{
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VCMI_REGISTER_SPELL_EFFECT(Teleport, EFFECT_NAME);
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Teleport::Teleport()
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: UnitEffect()
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{
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}
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Teleport::~Teleport() = default;
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void Teleport::adjustTargetTypes(std::vector<TargetType> & types) const
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{
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if(!types.empty())
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{
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if(types[0] != AimType::CREATURE)
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{
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types.clear();
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return;
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}
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if(types.size() == 1)
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{
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types.push_back(AimType::LOCATION);
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}
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else if(types.size() > 1)
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{
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if(types[1] != AimType::LOCATION)
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types.clear();
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}
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}
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}
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bool Teleport::applicable(Problem & problem, const Mechanics * m) const
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{
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return UnitEffect::applicable(problem, m);
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}
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void Teleport::apply(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const
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{
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if(target.size() != 2)
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{
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server->complain("Teleport requires 2 destinations.");
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return;
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}
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auto targetUnit = target[0].unitValue;
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if(nullptr == targetUnit)
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{
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server->complain("No unit to teleport");
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return;
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}
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const BattleHex destination = target[1].hexValue;
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if(!destination.isValid())
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{
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server->complain("Invalid teleport destination");
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return;
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}
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//TODO: move here all teleport checks
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if(!m->battle()->battleCanTeleportTo(targetUnit, destination, m->getEffectLevel()))
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{
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server->complain("Forbidden teleport.");
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return;
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}
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BattleStackMoved pack;
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pack.distance = 0;
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pack.stack = targetUnit->unitId();
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std::vector<BattleHex> tiles;
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tiles.push_back(destination);
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pack.tilesToMove = tiles;
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pack.teleporting = true;
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server->apply(&pack);
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}
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void Teleport::serializeJsonUnitEffect(JsonSerializeFormat & handler)
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{
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//TODO: teleport options
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}
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EffectTarget Teleport::transformTarget(const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const
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{
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//first transformed destination is unit to teleport, let base class handle immunity etc.
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//second spell destination is destination tile, use it directly
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EffectTarget transformed = UnitEffect::transformTarget(m, aimPoint, spellTarget);
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EffectTarget ret;
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if(!transformed.empty())
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ret.push_back(transformed.front());
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if(aimPoint.size() == 2)
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ret.push_back(aimPoint.back());
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return ret;
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}
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}
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}
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